@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds"
@holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds"

# Tribal Hold
tribe_01 = {
	construction_time = slow_construction_time

	asset = {
		type = pdxmesh
		names = {
			building_western_tribal_01_a_mesh
		}
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_mena_tribal_01_a_mesh"
		}
		graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx }
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_steppe_tribal_01_a_mesh"
		}
		graphical_cultures = { steppe_building_gfx }
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_india_tribal_01_a_mesh"
		}
		graphical_cultures = { indian_building_gfx }
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_african_tribal_01_a_mesh"
		}
		graphical_cultures = { african_building_gfx }
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_tribal_mesh"
		}
		requires_dlc_flag = the_northern_lords
		graphical_cultures = { norse_building_gfx }
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}	

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		always = no	#Tribes are set at game start.
	}
	
	cost_prestige = expensive_building_tier_3_cost
	cost_gold = expensive_building_tier_1_cost
	next_building = tribe_02
	
	levy = normal_building_levy_tier_3
	max_garrison = good_building_max_garrison_tier_1
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
	province_modifier = {
		monthly_income = poor_building_tax_tier_1
		fort_level = 1
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
	}

	province_terrain_modifier = {
		parameter = tribal_holding_fort_level_in_jungle_bonus
		terrain = jungle
		additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 2
	}

	province_culture_modifier = {
		parameter = tribal_holding_stationed_bonus
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
	}
	
	next_building = tribe_02

	type_icon = "icon_building_longhouses.dds"

	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
	}
}

tribe_02 = {
	construction_time = slow_construction_time

	asset = {
		type = pdxmesh
		names = {
			building_western_tribal_01_a_mesh
		}
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_mena_tribal_01_a_mesh"
		}
		graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx }
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_steppe_tribal_01_a_mesh"
		}
		graphical_cultures = { steppe_building_gfx }
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_india_tribal_01_a_mesh"
		}
		graphical_cultures = { indian_building_gfx }
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_african_tribal_01_a_mesh"
		}
		graphical_cultures = { african_building_gfx }
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_tribal_mesh"
		}
		requires_dlc_flag = the_northern_lords
		graphical_cultures = { norse_building_gfx }
		illustration = @holding_illustration_grass
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
	}	

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			culture = { has_innovation = innovation_plenary_assemblies }
		}
	}
	
	cost_prestige = expensive_building_tier_3_cost
	cost_gold = expensive_building_tier_1_cost
	
	levy = normal_building_levy_tier_5
	max_garrison = good_building_max_garrison_tier_2
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		stationed_maa_damage_mult = normal_maa_damage_tier_4
		stationed_maa_toughness_mult = normal_maa_toughness_tier_4
	}

	province_terrain_modifier = {
		parameter = tribal_holding_fort_level_in_jungle_bonus
		terrain = jungle
		additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 3
	}

	province_culture_modifier = {
		parameter = tribal_holding_stationed_bonus
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
	}
	
	ai_value = {
		base = 1
	}
}

longhouses_01 = {
	construction_time = slow_construction_time
	effect_desc = longhouses_effect_desc

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}	
	
	cost_prestige = expensive_building_tier_1_cost
	cost_gold = tribal_building_tier_1_cost
	
	levy = normal_building_levy_tier_1
	
	character_modifier = {
		monthly_prestige = 0.25
	}
	county_modifier = {
		monthly_county_control_growth_add = 0.2
	}
	
	next_building = longhouses_02

	type_icon = "icon_building_longhouses.dds"

	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

longhouses_02 = {
	construction_time = slow_construction_time
	effect_desc = longhouses_effect_desc

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			culture = { has_innovation = innovation_barracks }
		}
	}
	
	cost_prestige = expensive_building_tier_2_cost
	cost_gold = tribal_building_tier_2_cost
	
	levy = normal_building_levy_tier_2
	
	character_modifier = {
		monthly_prestige = 0.5
	}
	county_modifier = {
		monthly_county_control_growth_add = 0.4
	}
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

# War Camps

war_camps_01 = {
	construction_time = slow_construction_time
	effect_desc = tournament_cost_effect_desc

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}
	
	cost_prestige = expensive_building_tier_1_cost
	cost_gold = tribal_building_tier_1_cost
	
	levy = excellent_building_levy_tier_1
	
	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.1
	}
	
	province_modifier = {
		stationed_skirmishers_damage_mult = high_maa_damage_tier_1
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1
		stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1
		stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1
	}
	
	next_building = war_camps_02

	type_icon = "icon_building_warcamps.dds"
	
	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

war_camps_02 = {
	construction_time = slow_construction_time
	effect_desc = tournament_cost_effect_desc

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			culture = { has_innovation = innovation_barracks }
		}
	}	
	
	cost_prestige = expensive_building_tier_2_cost
	cost_gold = tribal_building_tier_2_cost
	
	levy = excellent_building_levy_tier_2
	
	character_modifier = {
		knight_limit = 2
		knight_effectiveness_mult = 0.2
	}
	
	province_modifier = {
		stationed_skirmishers_damage_mult = high_maa_damage_tier_2
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2
		stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2
		stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2
	}

	character_culture_modifier = {
		parameter = strength_in_numbers_maa_limit_bonus 
		men_at_arms_limit = 1
	}
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

# Palisades

palisades_01 = {
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}
	
	cost_prestige = expensive_building_tier_1_cost
	cost_gold = tribal_building_tier_1_cost
	
	levy = normal_building_levy_tier_1
	max_garrison = normal_building_max_garrison_tier_1
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_1
		fort_level = normal_building_fort_level_tier_1
	}
	
	province_modifier = {
		stationed_archers_damage_mult = high_maa_damage_tier_1
		stationed_archers_toughness_mult = normal_maa_toughness_tier_1
		stationed_pikemen_damage_mult = high_maa_damage_tier_1
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1
	}
	
	next_building = palisades_02

	type_icon = "icon_building_palisades.dds"
	
	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

palisades_02 = {
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			culture = { has_innovation = innovation_motte }
		}
	}	
	
	cost_prestige = expensive_building_tier_2_cost
	cost_gold = tribal_building_tier_2_cost
	
	levy = normal_building_levy_tier_2
	max_garrison = normal_building_max_garrison_tier_2
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_2
		fort_level = normal_building_fort_level_tier_2
	}
	
	province_modifier = {
		stationed_archers_damage_mult = high_maa_damage_tier_2
		stationed_archers_toughness_mult = normal_maa_toughness_tier_2
		stationed_pikemen_damage_mult = high_maa_damage_tier_2
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2
	}
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

# Market Villages

market_villages_01 = {
	construction_time = quick_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}	
	
	cost_prestige = expensive_building_tier_1_cost
	cost_gold = tribal_building_tier_1_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		supply_limit = 500
	}
	
	next_building = market_villages_02

	type_icon = "icon_building_market_villages.dds"
	
	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_economy_modifier = yes
	}
}

market_villages_02 = {
	construction_time = quick_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			culture = { has_innovation = innovation_city_planning }
		}
	}	
	
	cost_prestige = expensive_building_tier_2_cost
	cost_gold = tribal_building_tier_2_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_4
		supply_limit = 1000
	}
	
	ai_value = {
		base = 1
		directive_to_build_economy_modifier = yes
	}
}
